world lighting doesn't affect objects with Eevee renderer
found out i could do this with baked lighting:

in viewport shading dropdown settings have &quot;Scene World&quot; enabled;
Properties - Render - Indirect Lighting - Bake Indirect Lighting;
slightly inconvenient as it requires rebaking if changes to the background are made. otherwise works fine - i was expecting the baked lighting to break when objects gets transformed.

alternatively, increasing sizes of existing lights can help, but it realyl screw with the scene setup:

have a Point, Sun or Spot light type
set Power and Radius (or Strength and Anlge in Sun's case) to something large, like 50kW 50m
Sun type looks smoothest
it's not directionless and still leaves faces completely black if they're facing in opposite direction of the light, but it's better than nothing

if there's a better way - please let me know.